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Topics - Robin Liljenberg

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brainstorming & development / KULT: Divinity Lost - The Detective
« on: March 21, 2016, 08:05:05 AM »
Here is a preview of the archetype The Detective for KULT: Divinity Lost:

It shows some of my design of moves and hints how moves for disadvantages and dark secrets are used for creating drama and horror. Ask a lot of questions and I will try to answer them as fast as possible.

The Detective are an iconic archetype of Kult where the investigations often leads to the detectives own dark past and secrets best left forgotten.  The art are inspired by Hellblazer's John Constantine and Clive Barker's Harry D'Amour.

For more information on the design look here:

And for more information about the game look on the thread here:
Or on or trailer here:

You can be a part of the game on our kickstarter here:

/Robin Liljenberg

brainstorming & development / KULT: Divinity Lost kickstarter!
« on: February 28, 2016, 06:24:55 PM »
This topic was originally posted in the wrong forum (Blood & Guts) so I created this again here and deleted the old thread.

Hi, everyone!

Now the kickstarter for my game KULT: Divinity Lost have started. You can check it out here: and find more info here:

KULT: Divinity Lost are the full fledged RPG that crawl out of the carcass of my AW hack KULT: Prisoners of the Illusion. I have made a lot of changes over the years but I have worked hard to stay true to the philosophy of the Apocalypse World engine. It means that you have a lot of tools to create awesome horror stories without premade adventures or campaigns.

KULT: Divinity Lost is a horror RPG where the world is an prison created to capture the humanity by a creature called The Demiurge. Before the prison were created we were cruel godlike beings but now we are blind and helpless. Our old slaves and enemies use our prison to revenge our crimes but are at the same time terrified that the humans will break free.  The Demiurge disappeared in the beginning of the 20th Century and since then the Illusion that holds humanity captured have weakened. Some of the humans have started to see Truth. The characters you play are some of this blessed (or cursed) people.

KULT: Divinity Lost are inspired by and promotes stories like the Silent Hill-series, Hellraiser (and more of Clive Barkers fiction), Inception, Neil Gaimans Neverwhere, Mark Z. Danielewskis' House of Leaves, Jacob's ladder, Event Horizon, The Shining, Dark Souls and mutch more. Some ordinary ingredients in KULT stories are antiheroes with dark pasts, conspiracies, other dimensions, questioning reality, horrible but intriguing creatures, demonic pacts, magic, gore, exploring taboo subjects, forgotten gods, twisted angels, alluring demons, myths, dark artefacts (puzzel boxes...), purgatories, hell and urban legends.

KULT is played in different modes depending on how mutch insight the characters have gained in the Truth. We have three different type of archetypes (playbooks) that the characters progress between as they get more illuminated.
The Sleepers are characters that live in a Instagram/Facebook/TV/porn/shopping-dream of reality. They won't even see the Illusion they live in. So, normal 21th century people! This characters are going to have a shitty wakeup. Examples in fiction could be Wendy (Jacks wife in The Shining) or Richard Mayhew in Neverwhere.
The Aware are characters that are aware of that something is wrong with the world. They have started to see the Truth and confront their own deamons. Aware characters lock up advantages that give them talents and powers like the playbook moves in AW. Examples from fiction could be Heather in Silent Hill 3 or Alan Wake (in Alan Wake!!!).
The Enlightened are characters that are experienced with the supernatural and have started to fight for their own causes. They have powerful supernatural abilities and knowledge about the true Reality. Examples from fiction could be John Constantine in Hellblazer (comic book), Jesse Custer in Preacher (comic book) or Door in Neverwhere.

The original KULT were released in Sweden 1991 and have since then been published all over Europe, North America , South America and even spread to Asia. Hopefully the game are played in Africa to.

I would love to show you some preview of archetypes (playbooks) before the kickstarter ends. But it all depends on our translator.  In worst case scenario I will make som shitty translations myself just to show you something.

Dear regards

Robin Liljenberg
Headwriter & designer of KULT: Divinity Lost

blood & guts / KULT Divinity Lost
« on: June 11, 2015, 08:34:10 AM »
My KULT Death is only the beginning hack got so hacked that it transformed to a game. Apocalypse World will always be it's illigimate father.

Check here:

brainstorming & development / KULT - Death is only the beginning Hack
« on: April 13, 2012, 08:25:37 AM »
This is my swedish hack: KULT - Prisoners of the Illusion, an hybrid of the horror game KULT - Death is only the beginning and Apocalypse World.

So far the hack is only in swedish, but if there are interest it may be possible to translate it to an comprehensible english.

Download pdf-documents by clicking on the titles.

KULT Prisoners of the Illusion -  Playbooks
There are 10 playbooks based on the arketypes in Kult - Death is only the beginning:
Artisten - The Artist
Brottslingen - The Criminal
Detektiven - The Detective
Fixaren - The Fixer
Företagsmannen - The Corporate Man
Gudstjänaren - The Votary
Hämnaren - The Revenger
Studenten - The Scholar
Vetenskapsmannen - The Scientist
Veteranen - The Veteran

There are 5 attributes:
Kyla - Cold
Hårdhet - Hard
Hetta - Hot
Skärpa - Sharp
Galenskap - Madness

Cold, Hard, Hot and Sharp works like in Apocalypse World.

Madness are a little bit special though. The characters value in Madness depends on how many Weaknesses the player choose for her character in the creation of the character. Madness does also activate many Weaknesses and a high value means that the character probably will be more influenced by her insanity in the fiction. The upside of a high value in Madness is that the character will have a higher insight in the Reality of KULTs dark world and that many Advantages are rolled with Madness. The player stands before a hard choice: shall I get a high Madness and be really crazy or a low Madness and being ignorant of the truth of KULTs reality?

KULT Prisoners of the Illusion - Moves
In KULT - Prisoners of the Illusion Open your brain has been transformed to the advantage Clairvoyance and two new moves has been made available for all playbooks.
Investigate let the characters investigate places, information and objects.
Se through the Illusion are rolled for when the character are experiencing chock, trauma or the supernatural. A sucessful roll means that the character see the dark Reality of KULT and a missed roll means that the character ignore the truth and see the Illusion.

KULT Prisoners of the Illusion - The GM

KULT Prisoners of the Illusion - Fronts
Fronts in KULT - Prisoners of the Illusion are influenced by angels of death instead of fundamental scarcities.
Thaumiel - pride, arrogance, hubris
Gamaliel - greed, corruption, possessiveness
Chagidiel - perversion, passion, lust, desire
Hareb-Serap - envy, jealousy, rivalry
Gamichicoth - hunger, gluttony, thoughtlessness
Samael - wrath, revenge
Nahemoth - sloth, stupor, decay, ignorance
Sathariel - desperation, fear, despair

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